;
; MONSTERS
;
;-------------------
; Monsters

;	//	arg 0	ID# (1-4095)
;
;				* ID:
;
;				This is the numeric ID number of the monster.  Each monster must have a
;				unique ID number.
;
;				A monster ID of 0 (zero) is special and is actually a set of percentage multipliers
;				used to tune the "algorithm values"
;
;	//	arg 1	name (16 char)
;
;				* Name:
;
;				This is the name of the monster, seen over its head while you are fighting
;				it.  Like "Slobber" or "Slime Weasel"
;
;	//	arg 2	skinName
;
;				* skinName:
;
;				This is the name of the skin file to use for this monster.  It is a .BMP file
;				stored in the world's MONSTERS folder.  Do NOT include the .BMP extension here,
;				as it will be added automatically later on when the file is loaded.
;
;				Set the skinName to "mirror" to make the monster look just like YOU! 
;
;				Note: It is a good idea to put the skin name inside of double-quotes, 
;				especially if you have a space in the name.
;
;	//	arg 3   scaleFactor.monsterFlags.colorTable.xparent 	<-- up to four arguments, separated by dots
;
;				* scaleFactor:
;				
;				Enlarges skin. legal values are -8 to +8
;
;					0 - normal size
;					1 - 125% normal
;					2 - 150% normal
;					3 - 175% normal
;					4 - 200% normal
;					5 - 225% normal
;					6 - 250% normal
;					7 - 275% normal
;					8 - 300% normal
;					-1 - 90% of normal
;					-2 - 80% of normal
;					...
;					-8 - 20% of normal (or some minimum size)
;					// note: resizing skins makes them ugly and pixellated and makes baby Josh cry.
;
;				* monsterFlags: (optional)
;
;				Several monster flag numbers can be added together to form the monsterFlags, which
;				control obscure bits of monster functionality.
; 
;				For example: 0.1  = normal size with monsterFag = 1
;
;				AVAILABLE MONSTER FLAGS: (add together to combine: 3 = 1+2)
;					1 - monster cannot be tamed (cannot capture as a pet)
;					2 - monster can only cast spells in his or her own element (no matter how wise)
;					4 - monster CAN use 'summon' spells, if within element and level restrictions
;
;				* colorTable: (optional)
;
;				Add yet another period after the flag if you want this
;				For example: 0.0.3 = normal size, no flags, color table 3
;
;				Color tables dynamically recolor the monster's skin without having to come up with
;				new art files (saves download size, at the expense of less artistry)
;				Here are the conversions as of A57, unimplemented color tables will have no effect 
;
;					0: no change. (standard palette order) 
;					These next ones swap two pigments of the RGB triplet. 
;					1: R-G swap
;					2: R-B Swap
;					3: G-B swap 
;					The following overright one pigment with another (so that 2 of the 3 are then the same) My color description is 'what happens to a pinkish human skin tone' 
;					4: G<-R 'yellow-greens' 
;					5: B<-R 'purples'
;					6: R<-G 'khakis'
;					7: B<-G 'reddens'
;					8: R<-B 'green-hulks'
;					9: G<-B 'pinkens' 
;					In the following, I reduce the intensity of one of the pigments. 
;					10: cut red slightly
;					11: cut green slightly
;					12: cut blue slightly 
;					In the following, I dim all three pigments the same amount, the image gets darker, but is 
;					still colored. 
;					13: dim little <-- good for 'low light'
;					14: dim medium
;						15: dim high 
;						Same deal here, only I brighten, pretty much to incandescence :-) 
;						16: brighten little
;						17: brighten medium
;						18: brighten lots
;						19: brighten even more
;						20: brighten super much 
;						The following remove all color and turn image to grayscale, then dim or brighten it. 
;						21: gray out colors and dim it lots
;						22: gray out colors and dim it a litte
;						23: gray out colors but keep intensity
;						24: gray out colors and brighten
;						25: gray out colors and brighten more 
;						The next ones are the psychedelic ones and definitely mess up the purity of the artistic vision. But they have a sort of x-ray look which might be useful somewhere 
;						26: invert red
;						27: invert green
;						28: invert blue
;						29: invert red and green
;						30: invert red and blue
;						31: invert blue and green
;						32: invert all
;
;				* xparent (optional)
;
;				If you set this to '1' then the monster will be ghostly transparent, sort of.
;				For example:
;
;					0.0.0.1  <-- make skin transparent

;
;
;	//	arg 4	element.alignment
;
;				* element:
;
;				This defines the monster's ELEMENT (as defined by the +ELEMENTS table)
;				
;					0 to 7		- one of the base elements
;					8 to 255	- one of the CHAOS elements
;
;				* alignment: (optional)
;			
;				Optionally you can provide an 'alignment' to further categorize your monsters.
;				an alignment is a short (15 character max) word, using no punctuation or spaces
;				For example:  "4.evil"  <-- element 4, alignment 'evil'
;				The actual use of the alignment is hidden in the intricacies of the #<cookie> system.
;				Please see http://www.synthetic-reality.com/wosquest.htm for more info
;
;	//	arg 5	hp (also maxHP)	
;
;				* hp:
;
;				This sets how many hit points the monster has when it is born.  When it
;				runs out of hp, it dies.
;
;					1 - N		Start with N hit points
;					0			Let the hit points be set by algorithm (based on level)
;
;	//	arg 6	mp (also maxMP)	
;
;				* mp:
;
;				This sets the monsters starting magic points.  It uses up magic points as
;				it casts spells.
;
;					1 - N		Start with N magic points
;					0			Let the magic points be set by algorithm (based on level)
;
;
;	//	arg 7	defense
;
;				* defense:
;
;				This sets the monsters basic defense level (the higher the value, the
;				stronger the monster is).  Monsters get additional defense from their
;				element setting (which gives them additional protection from magical
;				attacks)
;
;					1 - N		Set monster Defense Points to N
;					0			Let an algorithm choose Defense Points (based on level)
;
;				This is the equivalent of equipped armor, for a monster.
;
;
;	//	arg 8	offense
;
;				* offense:
;
;				This sets the monster's basic attack level (the higher the value, the 
;				harder it hits).
;
;					1 - N		Set the monsters Attack Points to N
;					0			Let an algorithm choose Attack Points (based on level)
;
;				This is the equivalent of equipped weapons, for a monster.
;
;
;	//	arg 9	expPts (that you win by killing it)
;
;				* expPts:
;
;				This determines how many Experience Points are earned for killing this monster.
;				Experience points are shared by all survivors of the scene, according
;				to their participation.
;
;					1 - N		Earn N experience points
;					0			XP is computed by an algorithm
;					-2			Earn no experience points at all
;
;				NOTE: a value of 0 is HIGHLY recommended (to set automatically from LEVEL]
;
;	//	arg 10	gold (that you win by killing it)
;
;				* gold:
;
;				This determines how many Gold Pieces are earned for killing this monster.
;				
;					1 - N		Earn N gold pieces (shared by surviving players)
;					0			Let number of GP be set automatically by an algorithm
;					-2			This monster provides no gold.
;
;				NOTE: a value of 0 is HIGHLY recommended (to set automatically from LEVEL]
;
;	//  arg 11  level 			
;
;				* level:
;
;				This is really the core value for a monster.  A higher level monster should
;				generally make a more challenging opponent.  If you use the algorithm options
; 				for other values, they will balance the monster correctly for its level.
;				If you set things manually, your monster may not be balanced.
;
;					1 - N		Set monster level to N
;
;	//
;	// the following fields are optional (default values will be used if you don't assign them)
;	//
;
;	//  arg 12	strength
;
;				* strength:
;
;				A monsters strength enables it to hit harder (physical attacks).
;
;					1 - 255		Set monsters strength to 1-255 (max)
;					0			Set monster's strength via algorithm (based on level)
;
;
;	//  arg 13	stamina			[Set to 0 (zero) and it will be set automatically from LEVEL]
;
;				* stamina:
;
;				A monsters stamina enables it lose less HP per hit.
;
;					1 - 255		Set monsters stamina to 1-255 (max)
;					0			Set monster's stamina via algorithm (based on level)
;
;	//  arg 14	agility			[Set to 0 (zero) and it will be set automatically from LEVEL]
;
;				* agility:
;
;				A monsters agility enables it to avoid attack (you miss it more).
;
;					1 - 255		Set monsters agility to 1-255 (max)
;					0			Set monster's agility via algorithm (based on level)
;
;	//  arg 15	dexterity		[Set to 0 (zero) and it will be set automatically from LEVEL]
;
;				* dexterity:
;
;				A monsters dexterity enables it to miss less.
;
;					1 - 255		Set monsters dexterity to 1-255 (max)
;					0			Set monster's dexterity via algorithm (based on level)
;
;	//  arg 16	wisdom		
;
;				* wisdom:
;
;				Wisdom is required by the monster in order to cast spells.  The higher
;				the monster's wisdom, the more powerful the spells are that it can cast.
;				Stupid monsters can only cast spells of their own element.  The wiser a
;				monster is, it will be able to cast spells from elements "further away"
;				than its natural element.
;
;					1 - 255		Set monster wisdom to 1-255 (255 is max)
;					0			Monster has NO wisdom and casts NO spells.. EVER.
;					-1			Set monster wisdom by algorithm (based on level)
;
;
; Monsters can have a couple custom sound effects.  If none is specified, they 
; will choose randomly from the 'standard' sounds.
;
;	//  arg 17  growl wave file		"snarl.wav" for example
;
;	//	arg 18	pain wave file		"ouch.wav" for example
;
;	//  arg 19	optional attack path  (see ITEMS table, argument 16 for details)
;				this controls additional animation during a monster's physical (not magical) attack.
;				-1			select one at random at world load
;				0			no attack path (default)
;				N.x.x...	path N, arguments x.x.. (see ITEMS table documentation)


;------------
;
; Monster 0 is VERY SPECIAL.. it is not a REAL monster, but it is a line of percentages (1-100) which is used to
; de-rate the algorithm values.  By that, I mean that if arg 9 (experience) of monster 0 is set to 50 (50%) then
; all monsters which are using the algorithms to calculate the experience they pay, will only pay 50% of the XP
; the algorithm would normally calculate.
;
; This affects ALL monsters (except those for which you have manually assigned the experience)
;
; This is an 'easy' way to make all the monsters in your world 'harder' (well, make them pay less.  You make them
; actually harder by making your heroes weaker.)
;
; Not all columns are affected by these percentages... more might be added in the future...  A missing value, or
; a value of 0 means "no percentage provided" (i.e. use the full 100%)  There may be additional messing around
; with the numbers (for example, a minimum XP earned of 1 XP).
;
; Args which can be multiplied are: 
;
;	hp, mp, offense, defense, strength, stamina, wisdom, dexterity, agility, XP, and GP.
;   
;
; OK, here is MONSTER ZERO... the MULTIPLIER MONSTER :-)
;
;								skin		scale		el	hp	mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav		attack path
;	0	1................		2				3		4	5	6	7	8	9	10	11	12	13	14	15	16		17						18			19
;
	0,	"Algorithm Scale %",		0,				0.0.0,		0,	100,100,100,100,100,100,0,	100,100,100,100,100,	,	,	,	,	,		,						,			,
;
; --------------
;
; OK, now here are the REAL monsters:
;
;							skin					scale		el	hp	mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav		attack path
;	0	1.................. 	2						3			4	5	6	7	8	9	10	11	12	13	14	15	16		17						18			19
;
	1,	"White Armor",		(CA)Whitearmor,			8.2,		0,	,	,	,	,	,	,	90,	,	,	,	,	-1,		,						,			,			
	2,	"Holy Armor",		(CA)Holyarmor,			8.2,		0,	,	,	,	,	,	,	99,	,	,	,	,	-1,		,						,			,					
	3,	"Bone Head",			(CA)Bonehead,			2.2,		1,	,	,	,	,	,	,	5,	,	,	,	,	-1,		,						,			,				
	4,	Brainfloat,			(CA)Brainfloat,			2.2,		1,	,	,	,	,	,	,	8,	,	,	,	,	-1,		,						,			,								
	5,	"Fish Head",			(CA)Fishhead,			2.2,		1,	,	,	,	,	,	,	14,	,	,	,	,	-1,		,						,			,								
	6,	Abiondarg,			(CA)Abiondarg,			2.2,		1,	,	,	,	,	,	,	20,	,	,	,	,	-1,		,						,			,								
	7,	Merman,				(CA)Merman,				2.2,		1,	,	,	,	,	,	,	23,	,	,	,	,	-1,		,						,			,								
	8,	Spearfish,			(CA)Spearfish,			2.2,		1,	,	,	,	,	,	,	35,	,	,	,	,	-1,		,						,			,								
	9,	Swordfish,			(CA)Swordfish,			2.2,		1,	,	,	,	,	,	,	45,	,	,	,	,	-1,		,						,			,								
	10,	Lizardman			(CA)Lizardman,			2.2,		1,	,	,	,	,	,	,	54,	,	,	,	,	-1,		,						,			,
	11,	"Frozen Shade",		(CA)Frozenshade,		2.2,		1,	,	,	,	,	,	,	60,	,	,	,	,	-1,		,						,			,								
	12,	"Ice Armor",			(CA)Icearmor,			8.2,		1,	,	,	,	,	,	,	86,	,	,	,	,	-1,		,						,			,								
	13,	"Ice Demon",			(CA)Icedemon,			8.2,		1,	,	,	,	,	,	,	96,	,	,	,	,	-1,		,						,			,								
	14,	Zombie,				(CA)Zombie,				2.2,		2,	,	,	,	,	,	,	1,	,	,	,	,	-1,		,						,			,	
	15,	Skeleton,			(CA)Skeleton,			2.2,		2,	,	,	,	,	,	,	4,	,	,	,	,	-1,		,						,			,								
	16,	"Clinking Man",		(CA)Clinkingman,		2.2,		2,	,	,	,	,	,	,	7,	,	,	,	,	-1,		,						,			,								
	17,	Fleaman,				(CA)Fleaman,			2.2,		2,	,	,	,	,	,	,	10,	,	,	,	,	-1,		,						,			,								
	18,	Ghoul,				(CA)Ghoul,				2.2,		2,	,	,	,	,	,	,	13,	,	,	,	,	-1,		,						,			,								
	19,	"Spear Skeleton",	(CA)Spearskeleton,		2.2,		2,	,	,	,	,	,	,	16,	,	,	,	,	-1,		,						,			,								
	20,	"Zombie Theif",		(CA)Zombiethief,		2.2,		2,	,	,	,	,	,	,	19,	,	,	,	,	-1,		,						,			,								
	21,	Hopper,				(CA)Hopper,				2.2,		2,	,	,	,	,	,	,	22,	,	,	,	,	-1,		,						,			,								
	22,	Wight,				(CA)Wight,				2.2,		2,	,	,	,	,	,	,	25,	,	,	,	,	-1,		,						,			,								
	23,	"Skeleton Solider",	(CA)Skeletonsoldier,		2.2,		2,	,	,	,	,	,	,	28,	,	,	,	,	-1,		,						,			,								
	24,	Mummy,				(CA)Mummy,				8.2,		2,	,	,	,	,	,	,	31,	,	,	,	,	-1,		,						,			,								
	25,	"Medusa Head",		(CA)Medusahead,			8.2,		2,	,	,	,	,	,	,	34,	,	,	,	,	-1,		,						,			,								
	26,	"Fox Hunter",		(CA)Foxarcher,			2.2,		2,	,	,	,	,	,	,	37,	,	,	,	,	-1,		,						,			,								
	27,	Heyna,				(CA)Hyena,				2.2,		2,	,	,	,	,	,	,	40,	,	,	,	,	-1,		,						,			,								
	28,	"Skeleton Knight",	(CA)Skeletonknight,		2.2,		2,	,	,	,	,	,	,	43,	,	,	,	,	-1,		,						,			,								
	29,	Marionette,			(CA)Marionette,			2.2,		2,	,	,	,	,	,	,	46,	,	,	,	,	-1,		,						,			,								
	30,	"Bloody Sword",		(CA)Bloodysword,		2.2,		2,	,	,	,	,	,	,	49,	,	,	,	,	-1,		,						,			,								
	31,	"Fox Archer",		(CA)Foxarcher,			2.2,		2,	,	,	,	,	,	,	52,	,	,	,	,	-1,		,						,			,								
	32,	Legion,				(CA)Legion,				8.2,		2,	,	,	,	,	,	,	55,	,	,	,	,	-1,		,						,			,								
	33,	"Boomarang Skeleton",(CA)Skeletonboomarang,	2.2,		2,	,	,	,	,	,	,	58,	,	,	,	,	-1,		,						,			,								
	34,	Catoblepas,			(CA)Catoblepas,			8.2,		2,	,	,	,	,	,	,	61,	,	,	,	,	-1,		,						,			,								
	35,	Frankenstien,		(CA)Frankenstein,		8.2,		2,	,	,	,	,	,	,	63,	,	,	,	,	-1,		,						,			,								
	36,	Grizzley,			(CA)Grizzly,			8.2,		2,	,	,	,	,	,	,	64,	,	,	,	,	-1,		,						,			,								
	37,	Arachne,				(CA)Arachne,			2.2,		2,	,	,	,	,	,	,	65,	,	,	,	,	-1,		,						,			,								
	38,	"Beast Demon",		(CA)Beastdemon,			8.2,		2,	,	,	,	,	,	,	68,	,	,	,	,	-1,		,						,			,								
	39,	Werejaguar,			(CA)Werejaguar,			2.2,		2,	,	,	,	,	,	,	69,	,	,	,	,	-1,		,						,			,								
	40,	Werehorse,			(CA)Werehorse,			8.2,		2,	,	,	,	,	,	,	71,	,	,	,	,	-1,		,						,			,								
	41,	Werepanther,			(CA)Werepanther,		2.2,		2,	,	,	,	,	,	,	72,	,	,	,	,	-1,		,						,			,								
	42,	Gorgon,				(CA)Gorgon,				8.2,		2,	,	,	,	,	,	,	74,	,	,	,	,	-1,		,						,			,								
	43,	Werebear,			(CA)Werebear,			8.2,		2,	,	,	,	,	,	,	75,	,	,	,	,	-1,		,						,			,								
	44,	Werewolf,			(CA)Werewolf,			2.2,		2,	,	,	,	,	,	,	77,	,	,	,	,	-1,		,						,			,								
	45,	Minotaur,			(CA)Minotaur,			8.2,		2,	,	,	,	,	,	,	78,	,	,	,	,	-1,		,						,			,								
	46,	Dullahan,			(CA)Dullahan,			8.2,		2,	,	,	,	,	,	,	80,	,	,	,	,	-1,		,						,			,								
	47,	"Axe Armor",			(CA)Axearmor,			2.2,		2,	,	,	,	,	,	,	83,	,	,	,	,	-1,		,						,			,								
	48,	"Poison Armor",		(CA)Poisonarmor,		8.2,		2,	,	,	,	,	,	,	91,	,	,	,	,	-1,		,						,			,								
	49,	Cerberus,			(CA)Cerberus,			4.0,		2,	,	,	,	,	,	,	150,,	,	,	,	 0,		,						,			,								
	50,	Slime,				(CA)Slime,				2.2,		3,	,	,	,	,	,	,	6,	,	,	,	,	-1,		,						,			,								
	51,	Myconid,				(CA)Myconid,			2.2,		3,	,	,	,	,	,	,	17,	,	,	,	,	-1,		,						,			,								
	52,	"Mudman",			(CA)Mudman,				2.2,		3,	,	,	,	,	,	,	26,	,	,	,	,	-1,		,						,			,								
	53,	Dryad,				(CA)Dryad,				8.2,		3,	,	,	,	,	,	,	36,	,	,	,	,	-1,		,						,			,								
	54,	Mantis,				(CA)Mantis,				8.2,		3,	,	,	,	,	,	,	47,	,	,	,	,	-1,		,						,			,								
	55,	"Maneater",			(CA)Maneater,			8.2,		3,	,	,	,	,	,	,	53,	,	,	,	,	-1,		,						,			,								
	56,	Golem,				(CA)Golem,				8.2,		3,	,	,	,	,	,	,	57,	,	,	,	,	-1,		,						,			,								
	57,	Alraune,				(CA)Alraune,			8.2,		3,	,	,	,	,	,	,	66,	,	,	,	,	-1,		,						,			,								
	58,	"Stone Armor",		(CA)Stonearmor,			8.2,		3,	,	,	,	,	,	,	81,	,	,	,	,	-1,		,						,			,								
	59,	"Earth Armor",		(CA)Eartharmor,			8.2,		3,	,	,	,	,	,	,	88,	,	,	,	,	-1,		,						,			,								
	60,	"Forest Armor",		(CA)Forestarmor,		8.2,		3,	,	,	,	,	,	,	89,	,	,	,	,	-1,		,						,			,								
	61,	"Earth Demon",		(CA)Earthdemon,			8.2,		3,	,	,	,	,	,	,	93,	,	,	,	,	-1,		,						,			,						
	62,	"Iron Golem",		(CA)Irongolem,			4.0,		3,	,	,	,	,	,	,	175,,	,	,	,	 0,		,						,			,								
	63,	Imp,				(CA)Imp,				2.2,		4,	,	,	,	,	,	,	15,	,	,	,	,	-1,		,						,			,							
	64,	"Evil Hand",			(CA)Evilhand,			2.2,		4,	,	,	,	,	,	,	24,	,	,	,	,	-1,		,						,			,								
	65,	"Devil Tower",		(CA)Deviltower,			2.2,		4,	,	,	,	,	,	,	27,	,	,	,	,	-1,		,						,			,								
	66,	"Evil Tower",		(CA)Eviltower,			2.2,		4,	,	,	,	,	,	,	39,	,	,	,	,	-1,		,						,			,								
	67,	"Dark Armor",		(CA)Darkarmor,			8.2,		4,	,	,	,	,	,	,	85,	,	,	,	,	-1,		,						,			,								
	68,	"Devil Armor",		(CA)Devilarmor,			8.2,		4,	,	,	,	,	,	,	92,	,	,	,	,	-1,		,						,			,								
	69,	"Demon Lord",		(CA)Demonlord,			8.2,		4,	,	,	,	,	,	,	98,	,	,	,	,	-1,		,						,			,							
	70,	Devil,				(CA)Devil,				8.2,		4,	,	,	,	,	,	,	100,,	,	,	,	-1,		,						,			,								
	71,	Death,				(CA)Death,				0.0,		4,	,	,	,	,	,	,	250,,	,	,	,	-1,		,						,			,								
	72,	Death2,				(CA)Death2,				0.0,		4,	,	,	,	,	,	,	250,,	,	,	,	-1,		,						,			,								
	73,	Death3,				(CA)Death3,				0.0,		4,	,	,	,	,	,	,	999,,	,	,	,	-1,		,						,			,								
	74,	"Bomb Skeleton",		(CA)Bombskeleton,		2.2,		5,	,	,	,	,	,	,	3,	,	,	,	,	-1,		,						,			,								
	75,	"Bone Tower",		(CA)Bonetower,			2.2,		5,	,	,	,	,	,	,	9,	,	,	,	,	-1,		,						,			,								
	76,	"Mimic Candle",		(CA)Mimiccandle,		2.2,		5,	,	,	,	,	,	,	18,	,	,	,	,	-1,		,						,			,								
	77,	"Scary Candle",		(CA)Scarycandle,		2.2,		5,	,	,	,	,	,	,	33,	,	,	,	,	-1,		,						,			,								
	78,	"Trick Candle",		(CA)Trickcandle,		2.2,		5,	,	,	,	,	,	,	48,	,	,	,	,	-1,		,						,			,							
	79,	"Heat Shade",		(CA)Heatshade,			2.2,		5,	,	,	,	,	,	,	59,	,	,	,	,	-1,		,						,			,								
	80,	"Flame Armor",		(CA)Flamearmor,			8.2,		5,	,	,	,	,	,	,	82,	,	,	,	,	-1,		,						,			,								
	81,	"Flame Demon",		(CA)Flamedemon,			8.2,		5,	,	,	,	,	,	,	94,	,	,	,	,	-1,		,						,			,								
	82,	Ectoplasm,			(CA)Ectoplasm,			2.2,		6,	,	,	,	,	,	,	12,	,	,	,	,	-1,		,						,			,								
	83,	Spirit,				(CA)Spirit,				2.2,		6,	,	,	,	,	,	,	30,	,	,	,	,	-1,		,						,			,								
	84,	Specter,				(CA)Specter,			2.2,		6,	,	,	,	,	,	,	41,	,	,	,	,	-1,		,						,			,								
	85,	Poltergeist,			(CA)Poltergeist,		8.2,		6,	,	,	,	,	,	,	44,	,	,	,	,	-1,		,						,			,								
	86,	Witch,				(CA)Witch,				8.2,		6,	,	,	,	,	,	,	50,	,	,	,	,	-1,		,						,			,								
	87,	Will-O-Wisp,			(CA)Will-O-Wisp,		2.2,		6,	,	,	,	,	,	,	56,	,	,	,	,	-1,		,						,			,								
	88,	"Arch Demon",		(CA)Archdemon,			8.2,		6,	,	,	,	,	,	,	62,	,	,	,	,	-1,		,						,			,								
	89,	"Fallan Angel",		(CA)Fallenangel,		8.2,		6,	,	,	,	,	,	,	67,	,	,	,	,	-1,		,						,			,								
	90,	Lilim,				(CA)Lilim,				8.2,		6,	,	,	,	,	,	,	70,	,	,	,	,	-1,		,						,			,								
	91,	Lilith,				(CA)Lilith,				8.2,		6,	,	,	,	,	,	,	73,	,	,	,	,	-1,		,						,			,								
	92,	Nightmare,			(CA)Nightmare,			8.2,		6,	,	,	,	,	,	,	76,	,	,	,	,	-1,		,						,			,								
	93,	Succubus,			(CA)Succubus,			8.2,		6,	,	,	,	,	,	,	79,	,	,	,	,	-1,		,						,			,								
	94,	Necromancer,			(CA)Necromancer,		4.0,		6,	,	,	,	,	,	,	200,,	,	,	,	-1,		,						,			,					
	95,	Doppelganger,			mirror,				0.0,		6,	,	,	,	,	,	,	130,,	,	,	,	-1,		,						,			,								
	96,	Bat,				(CA)Bat,				2.2,		7,	,	,	,	,	,	,	2,	,	,	,	,	-1,		,						,			,								
	97,	Gremlin,				(CA)Gremlin,			2.2,		7,	,	,	,	,	,	,	11,	,	,	,	,	-1,		,						,			,								
	98,	Gargoyle,			(CA)Gargoyle,			2.2,		7,	,	,	,	,	,	,	21,	,	,	,	,	-1,		,						,			,								
	99,	"Electric Skeleton",	(CA)Electricskeli,		8.2,		7,	,	,	,	,	,	,	29,	,	,	,	,	-1,		,						,			,								
	100,"King Moth",			(CA)Kingmoth,			2.2,		7,	,	,	,	,	,	,	32,	,	,	,	,	-1,		,						,			,								
	101,"Killer Bee",		(CA)Killerbee,			2.2,		7,	,	,	,	,	,	,	38,	,	,	,	,	-1,		,						,			,								
	102,Harpy,				(CA)Harpy,				8.2,		7,	,	,	,	,	,	,	42,	,	,	,	,	-1,		,						,			,								
	103,Siren,				(CA)Siren,				8.2,		7,	,	,	,	,	,	,	51,	,	,	,	,	-1,		,						,			,								
	104,"Thunder Armor",		(CA)Thunderarmor,		8.2,		7,	,	,	,	,	,	,	84,	,	,	,	,	-1,		,						,			,								
	105,"Wind Armor",		(CA)Windarmor,			8.2,		7,	,	,	,	,	,	,	87,	,	,	,	,	-1,		,						,			,								
	106,"Thunder Demon",		(CA)Thunderdemon,		8.2,		7,	,	,	,	,	,	,	95,	,	,	,	,	-1,		,						,			,								
	107,"Wind Demon",		(CA)Winddemon,			8.2,		7,	,	,	,	,	,	,	97,	,	,	,	,	-1,		,						,			,								
	
			
	108,"Hidden Wyrm",			pet05,				0.0.21,		4,	,	,	,	,	,	,	105,,	,	,	,	-1,		,						,			,				
	109,"Phantom Wyrm",			josh41,				0.0.15,		4,	,	,	,	,	,	,	110,,	,	,	,	-1,		,						,			,			
	110,"Ghost Wyrm",			josh80,				0.0.21.1,	4,	,	,	,	,	,	,	115,,	,	,	,	-1,		,						,			,				
	111,"Shadow Wyrm",			josh66,				0.0.21,		4,	,	,	,	,	,	,	120,,	,	,	,	-1,		,						,			,				
	112,"Black Wyrm",			josh66,				0.0.5,		4,	,	,	,	,	,	,	150,,	,	,	,	-1,		,						,			,
	
	113,Majin,				(CA)Fairy,				0.0,		0,	,	,	,	,60000,	,	1,	,	,	,	,	-1,		,						,			,			
	114,"Ice Hawk",			(CA)pet1,				0.0,		1,	,	,	,	,	,	,	1,	,	,	,	,	-1,		,						,			,				
	115,Wyvern,				(CA)pet2,				0.0,		7,	,	,	,	,	,	,	1,	,	,	,	,	-1,		,						,			,			
	116,"Flaming Lobster",	(CA)pet3,				0.0,		5,	,	,	,	,	,	,	1,	,	,	,	,	-1,		,						,			,			
	117,"Ghost Bat",			(CA)Cryptbat,			0.1.22,		6,	,	,	,	,	,	,	99,	,	,	,	,	 0,		,						,			,

	118,"Fire Elemental",		josh70,				0.3.11,		5,	,	,	,	,	,	,	40,	,	,	,	,	-1,		,						,			,				
	119,"Ice Elemental",			josh70,				0.3.30,		1,	,	,	,	,	,	,	90,	,	,	,	,	-1,		,						,			,				
						
	120,Spider,				(CA)Spider,				-5.1.22,	2,	,	,	,	,	,	,	20,	,	,	,	,	 0,		,						,			,				
	121,Bat,				(CA)Cryptbat,			-8.1.22,	4,	,	,	,	,	,	,	30,	,	,	,	,	 0,		,						,			,				
	122,Wraith,				(CA)Wraith,				2.3.22,		4,	,	,	,	,	,	,	40,	,	,	,	,	-1,		,						,			,

	123,Hydra,				(CA)Hydra,				6.1.21,		2,	,	,	,	,	,	,	30,	,	,	,	,	 0,		,						,			,						
	124,"Giant Spider",		(CA)Spider,				6.7.22,		66,	,	500,	,	,	,	,	50,	,	,	,	,	-1,		,						,			,						
	125,Shade,				(CA)Demon,				0.3.22,		4,	,	,	,	,	,	,	70,	,	,	,	,	-1,		,						,			,						
	126,"Bone Dragon",		(CA)BoneDragon,			6.3.0,		4,	,	,	,	,	,	,	90,	,	,	,	,	-1,		,						,			,								
	127,"Bat",				(CA)Cryptbat,			0.1.22.1,	6,	,	,	,	,	,	,	110,,	,	,	,	0,		,						,			,				
	
	128,Jei,				(CA)Jei,				,			10,	,	,	,	,	,	,	200,,	,	,	,	,		,						,			,				
	129,"The Void",				mirror,				,			10,	,	,	,	,	,	,	500,,	,	,	,	,		,						,			,							
	130,Dynasty,				(CA)Dynasty,			0.0.0,		10,	,	,	,	,	,	,	800,,	,	,	,	,		,						,			,				
	



...............

;
;							skin			scale		el	hp	mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav		attack path
;	0	1................	2				3			4	5	6	7	8	9	10	11	12	13	14	15	16		17						18			19
;
; Pets, starting at 1000 to make my life easier with the ITEMS table.
; To make a pet that you can buy at the store, you first need to have a MONSTER entry which describes
; the creature itself, then add an ITEM table entry of class 200 which gives the MONSTER ID as the 'image #"
; (argument 3 of the ITEM table).  Then have a scripted shopkeeper somewhere with an OFFER command (do
; NOT use the OFFER2 command) which offers the ITEM NUMBERS which refer to the MONSTER IDs in question.
; Yeah, I expect a lot of confusion over this.  Buying pets is also unusual in that they should never appear
; in your inventory. When you buy them, they should go straight to your pen.
;
; The stats you give here are the ones your pet will start out with.  (you might duplicate a regular
; monster entry here and mod it if you want a purchased pet of the same type to start with different
; stats.
;
;							skin			scale		el	hp	mp	def	off	exp	gld	lev	str	sta	agi	dex	wis		growl.wav				pain.wav		attack path
;	0	1................	2				3			4	5	6	7	8	9	10	11	12	13	14	15	16		17						18			19

;	1000,"Stinger",			pet04,			0,			1,	0,	0,	0,	0,	0,	0,	10,	0,	0,	0,	0,	-1,		growl5.wav,				pain9.wav,		-1,
;	1001,"Grubber",			pet02,			0,			6,	0,	0,	0,	0,	0,	0,	20,	0,	0,	0,	0,	-1,		growl5.wav,				pain9.wav,		-1,
;	1002,"Life Leech",		pet01,			0,			0,	0,	0,	0,	0,	0,	0,	30,	0,	0,	0,	0,	-1,		growl5.wav,				pain9.wav,		-1,
;	1003,"Dragon",			pet03,			0,			5,	0,	0,	0,	0,	0,	0,	40,	0,	0,	0,	0,	-1,		growl5.wav,				pain9.wav,		-1,
;	1004,"Leghorn",			petKDH,			0,			7,	0,	0,	0,	0,	0,	0,	20,	0,	0,	0,	0,	-1,		growl5.wav,				pain9.wav,		-1,
;	1005,"Bantam",			petKDH2,		0,			7,	0,	0,	0,	0,	0,	0,	25,	0,	0,	0,	0,	-1,		growl5.wav,				pain9.wav,		-1,
;	1006,"Bad Andy",			petKDrH,		0,			7,	0,	0,	0,	0,	0,	0,	30,	0,	0,	0,	0,	-1,		growl5.wav,				pain9.wav,		-1,
;	1007,"Mean Comb",		petKDrH2,		0,			7,	0,	0,	0,	0,	0,	0,	35,	0,	0,	0,	0,	-1,		growl5.wav,				pain9.wav,		-1,
;	1008,"Forest Wyrm",		pet05,			0.2,			100,0,	0,	0,	0,	0,	0,	50,	0,	0,	0,	0,	-1,		growl5.wav,				pain9.wav,		-1,
;	1009,"Needler",			pet06,			0,			2,	0,	0,	0,	0,	0,	0,	40,	0,	0,	0,	0,	-1,		growl5.wav,				pain9.wav,		-1,

; these are quest-prize pets, unavailable elsewhere
;	2000,"Earth Master",		josh60,			0.0.0.1,		3,	0,	0,	0,	0,	0,	0,	80,	0,	0,	0,	0,	255,		growl5.wav,				pain9.wav,		-1,				
;	2001,"Air Master",		josh59,			0,			7,	0,	0,	0,	0,	0,	0,	80,	0,	0,	0,	0,	255,		growl5.wav,				pain9.wav,		-1,				
;	2002,"Fire Master",		josh42,			0,			5,	0,	0,	0,	0,	0,	0,	80,	0,	0,	0,	0,	255,		growl5.wav,				pain9.wav,		-1,				
;	2003,"Water Master",		josh41,			0,			1,	0,	0,	0,	0,	0,	0,	80,	0,	0,	0,	0,	255,		growl5.wav,				pain9.wav,		-1,				

; Be sure to leave a blank line at the end of this file

